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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-28 02:21:42 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-28 02:21:42 +0400
commitd4f8b416e92ec5b71bddfa688e9a63ea86510721 (patch)
treedcd3c3ea83370c53a228a4fe722c0e9353a4dc2f /source/blender/makesdna/DNA_object_force.h
parentfa826774a3f2a2db67466d38ed26fbdb845e37a4 (diff)
BGE soft body: change welding option to disable welding check by default: speeds up shape conversion. This is fine if the object has no duplicate vertices. Otherwise, bullet will be extremely slow and you can either set some welding or remove duplicates in the mesh. Welding is now displayed in linear scale: 0.0 -> 0.01, no need to use logarithmic scale ;-). Fix a bug with Bullet by which vertex array for soft body must have 3xfloat stride.
Diffstat (limited to 'source/blender/makesdna/DNA_object_force.h')
-rw-r--r--source/blender/makesdna/DNA_object_force.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h
index 73dd8b28d15..e8e865a533c 100644
--- a/source/blender/makesdna/DNA_object_force.h
+++ b/source/blender/makesdna/DNA_object_force.h
@@ -119,7 +119,7 @@ typedef struct BulletSoftBody {
float kAHR; /* Anchors hardness [0,1] */
int collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
int numclusteriterations; /* number of iterations to refine collision clusters*/
- float welding; /* welding limit to remove duplicate/nearby vertices, 0.0000001..0.01 */
+ float welding; /* welding limit to remove duplicate/nearby vertices, 0.0..0.01 */
} BulletSoftBody;
/* BulletSoftBody.flag */